Friday Facts #338 - The (real) Character GUI
- FactorioBot
- Factorio Staff
- Posts: 424
- Joined: Tue May 12, 2015 1:48 pm
Re: Friday Facts #338 - The (real) Character GUI
My immediate thought is how the GUI will look when mods add a load of new item-groups for crafting? Will it upset the symmetry/balance?
- 5thHorseman
- Smart Inserter
- Posts: 1193
- Joined: Fri Jun 10, 2016 11:21 pm
- Contact:
Re: Friday Facts #338 - The (real) Character GUI
I can hear angels (Not Angel's) singing!By popular demand, we also added a switch to quickly turn personal logics on or off. Turning off personal logistics will stop logistic robots from bringing requested items. It will also stop items from automatically being moved to the trash slots. Logistic robots will continue to empty the trash slots.
And from the pic it looks like it will actually cancel orders in transit. So when you respawn, you can quickly turn off logistics and not get inundated with "helpful" bots.
Last edited by 5thHorseman on Fri Mar 13, 2020 1:49 pm, edited 1 time in total.
Re: Friday Facts #338 - The (real) Character GUI
As Krastorio 2 was highlighted in FF I dare to mention one improvement that I posted after having a conversation with Krastorio's authors
Re: Friday Facts #338 - The (real) Character GUI
Those are great news. Limited request slots and untoggleable trashed items were inconvenient at least or a straight up hassle. Definitely a big step up in terms of QoL and one of the last major areas, needing tuning and refinement before 1.0.
Re: Friday Facts #338 - The (real) Character GUI
Personal logistic switch looks promising. Will it be turned off automatically if I die? I hate to spawn at my mall and bots brings me everything.
Re: Friday Facts #338 - The (real) Character GUI
Wow Search in the inventory I am so happy That will be great especially with big complex mods. I also will use the function to turn off logistic requests.
-
- Burner Inserter
- Posts: 6
- Joined: Fri Dec 11, 2015 10:27 pm
- Contact:
Re: Friday Facts #338 - The (real) Character GUI
Perhaps you should rename the "Character" tab to "Equipment"? So you don't have a character window and tab
Re: Friday Facts #338 - The (real) Character GUI
For creating a new request (not modifying an existing one) the user has always (100%) press the empty item slot. Would it be better to open the item selection popupo straight away in this case?The double pop-up and extra confirm might seem strange, but it's made this way to solve the problem of robots bringing you items before you finished setting up your request.
For modifying existing requests i think the mechanism with the double popup is okay, because you may only want to change the count of the request (not the item itself).
very very very niceAutomatically off
You all doing a damn great job!
-
- Burner Inserter
- Posts: 12
- Joined: Mon Feb 25, 2019 2:32 pm
- Contact:
Re: Friday Facts #338 - The (real) Character GUI
Love the new character GUI in general and the logistic toggle in particular, but item/recipe icons with black outlines and shadows on dark gray background make the details on a lot of them really hard to see and the low contrast will make the GUI harder to use.
Making the active tab card dark gray and the others light gray also feels very counterintuitive.
Making the active tab card dark gray and the others light gray also feels very counterintuitive.
Re: Friday Facts #338 - The (real) Character GUI
again, amazing job!
as silly as it may sound, is it possible to make accidentally clicking the bar in between 2 items to work as clicking the closer item? i seem to have an incredible aim to click a single pixel too far left or right often enough that it was annoying (especially if i clicked exactly between 2 stacks of identical items) :v
i see no good reason for the grid to be unclickable/do nothing at all (at least make a beeping warning sound?)
as silly as it may sound, is it possible to make accidentally clicking the bar in between 2 items to work as clicking the closer item? i seem to have an incredible aim to click a single pixel too far left or right often enough that it was annoying (especially if i clicked exactly between 2 stacks of identical items) :v
i see no good reason for the grid to be unclickable/do nothing at all (at least make a beeping warning sound?)
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: Friday Facts #338 - The (real) Character GUI
I thought that at first but I have come around to it. Clicking on an active tab achieves precisely nothing, so the inactive tabs should be highlit as having a function, i.e. changing the tab.RoseQuartz wrote: ↑Fri Mar 13, 2020 2:18 pm Making the active tab card dark gray and the others light gray also feels very counterintuitive.
Re: Friday Facts #338 - The (real) Character GUI
Will the inventory grid be interactible between slots, or will my mod become redundant?
Re: Friday Facts #338 - The (real) Character GUI
In general I definitely like the changes, but why did you remove the logistic techs? I liked having to progressively upgrade.
And can that functionality be restored in mods, or has it - as I suspect - been removed from the game engine entirely?
And can that functionality be restored in mods, or has it - as I suspect - been removed from the game engine entirely?
Re: Friday Facts #338 - The (real) Character GUI
That is a fantastic update. Good work guys.
Re: Friday Facts #338 - The (real) Character GUI
I'm very much looking forward to playing with the new Character GUI since it is a good conclusion to your GUI efforts for the whole game. But still I'm missing a temporary request feature.
Something like adding a modifier (e.g. ALT + LMB/RMB) to request items and the request beeing deleted automatically after it has been delivered by the bots. That really would be a nice finishing touch.
Btw .. @Bilka
Did you think we wouldn't notice ..?
Something like adding a modifier (e.g. ALT + LMB/RMB) to request items and the request beeing deleted automatically after it has been delivered by the bots. That really would be a nice finishing touch.
Btw .. @Bilka
Did you think we wouldn't notice ..?
No wonder you need the extended power capabilities of the Krastorio² Mod Pack
Last edited by GluAp on Fri Mar 13, 2020 3:11 pm, edited 1 time in total.
Re: Friday Facts #338 - The (real) Character GUI
Uhm.. I didn't notice. Oops. There are 4 nuclear reactors off-screen though :p
You can put an attachment into a spoiler by doing
Code: Select all
[spoiler=text]image here[/spoiler]
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: Friday Facts #338 - The (real) Character GUI
Why there is separate Thrash only area on logisitic tab?
For logistic slot, You can set number of request items 0, and number of max to 0 then you just created the auto-thrash slot. its ok.
Perhaps you can make UI even more clean, combine thrash with logistic.
Perhaps add a thrash bin icon next to +/- button. So when you drop an item from inventory on the thrash icon it add "logistc slot" with red color values. e.g. moves items from inventory to the logists area by a transformer icon.
Maby add sorting so thrash will be sorted as last.
Such dynamic thrash UI would me more clean than dedicated reserved area.
For logistic slot, You can set number of request items 0, and number of max to 0 then you just created the auto-thrash slot. its ok.
Perhaps you can make UI even more clean, combine thrash with logistic.
Perhaps add a thrash bin icon next to +/- button. So when you drop an item from inventory on the thrash icon it add "logistc slot" with red color values. e.g. moves items from inventory to the logists area by a transformer icon.
Maby add sorting so thrash will be sorted as last.
Such dynamic thrash UI would me more clean than dedicated reserved area.
Last edited by gGeorg on Fri Mar 13, 2020 3:22 pm, edited 5 times in total.
Re: Friday Facts #338 - The (real) Character GUI
It should handle mods fine. When more than 6 tabs are present, the style changes to "button tabs" and it shows 6 item groups per row.